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Discovering Network Neighborhoods Using Peer-to-Peer LookupsLehman, Li-wei, Lerman, Steven 01 1900 (has links)
In many distributed applications, end hosts need to know the network locations of other nearby participating hosts in order to enhance overall performance. Potential applications that can benefit from the location information include automatic selection of nearby Web servers, proximity routing in a peer-to-peer system, and loss recovery in reliable multicasting. We focus in this paper on the network neighborhood discovery problem in large-scale distributed systems. In these systems, the number of participating nodes can be very large, and the membership can dynamically change. Our goal is for each node to discover other "nearby" participating nodes in a completely decentralized manner, where each node probes only a small subset of other nodes in the system. This approach will lead to improved overall performance by matching client requests for services with participants in the peer-to-peer service system that are, on average, nearby in the network sense. Recent works in distributed peer-to-peer systems, such as Chord, CAN, Tapestry and Pastry, provide efficient distributed lookup structures. In this paper, we investigate a rendezvous-based scheme for a node to discover other nearby participating nodes using a peer-to-peer lookup system such as Chord. Given a key, the Chord protocol maps the key onto a node. Our idea for network neighborhood discovery is for each host to compute a key that characterizes its network location on the Internet. We call such a key the location key, and the nodes that these location keys are mapped to the Rendezvous Points. To lookup other nearby participating nodes, a node seeking some service queries its corresponding rendezvous point using its location key. We focus on the issue of how to generate the location key in a distributed fashion such that nodes that are close to each other in the actual network will have similar location key values, and therefore be mapped to nearby locations on the Chord ring. In this paper, we examine the performance tradeoffs of such a rendezvous scheme using the Global Network Positioning (GNP) approach to generate the location keys. In GNP, each node measures its network distances to a few landmark nodes to derive its coordinates in a D-dimensional geometric space. We generate a host's Chord location key from its 1-dimensional GNP coordinate, and use coordinates from a higher dimensional space to refine the searching process for the closest node. We evaluate our scheme in the context of the nearest neighbor discovery problem. Using data from the Active Measurement Project of the National Laboratory for Applied Network Research (NLANR), we compare its performance with a random mapping scheme, where location keys are randomly generated. Using our coordinate-based rendezvous scheme, 66% of the nodes found their actual closest network neighbor by pinging only a small number of nodes. / Singapore-MIT Alliance (SMA)
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Prototype Development And Verification For An Ip Lookup Engine On Fpgas Performance StudyOzkaner, Akin 01 February 2012 (has links) (PDF)
The increasing use of the internet demands more powerful routers with higher
speed, less power consumption and less physical space occupation. IP lookup
operation is one of the major concerns in today&rsquo / s routers for providing such
attributes. To accomplish IP lookup on routers, hardware or software based
solutions can be used. In this thesis, an SRAM based pipelined architecture
proposed earlier for ASIC implementation is re-designed and implemented on an
FPGA in the form of a BRAM based pipelined 8x8 torus architecture using Xilinx
ISE and simulated and verified using Modelsim Simulator. Some necessary
modifications and improvements for FPGA implementation are carried out. The
results of our experiments, which are performed for a real router lookup table and a
real time traffic load with various optimizations, are also presented. Our study and
design effort demonstrates the feasibility of the FPGA implementation of the
proposed technique, of course with a considerable performance penalty.
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Novel Semi-Active Suspension with Tunable Stiffness and Damping CharacteristicsWong, Adrian Louis Kuo-Tian January 2012 (has links)
For the past several decades there have been many attempts to improve suspension performance due to its importance within vehicle dynamics. The suspension system main functions are to connect the chassis to the ground, and to isolate the chassis from the ground. To improve upon these two functions, large amounts of effort are focused on two elements that form the building blocks of the suspension system, stiffness and damping. With the advent of new technologies, such as variable dampers, and powerful microprocessors and sensors, suspension performance can be enhanced beyond the traditional capabilities of a passive suspension system. Recently, Yin et al. [1, 2] have developed a novel dual chamber pneumatic spring that can provide tunable stiffness characteristics, which is rare compared to the sea of tunable dampers. The purpose of this thesis is to develop a controller to take advantage of the novel pneumatic spring’s functionality with a tunable damper to improve vehicle dynamic performance.
Since the pneumatic spring is a slow-acting element (i.e. low bandwidth), the typical control logic for semi-active suspension systems are not practical for this framework. Most semi-active controllers assume the use of fast-acting (i.e. high bandwidth) variable dampers within the suspension design. In this case, a lookup table controller is used to manage the stiffness and damping properties for a wide range of operating conditions.
To determine the optimum stiffness and damping properties, optimization is employed. Four objective functions are used to quantify vehicle performance; ride comfort, rattle space (i.e. suspension deflection), handling (i.e. tire deflection), and undamped sprung mass natural frequency. The goal is to minimize the first three objectives, while maximizing the latter to avoid motion sickness starting from 1Hz and downward. However, these goals cannot be attained simultaneously, necessitating compromises between them. Using the optimization strength of genetic algorithms, a Pareto optima set can be generated to determine the compromises between objective functions that have been normalized. Using a trade-off study, the stiffness and damping properties can be selected from the Pareto optima set for suitability within an operating condition of the control logic.
When implementing the lookup table controller, a practical method is employed to recognize the road profile as there is no direct method to determine road profile. To determine the road profile for the lookup table controller, the unsprung mass RMS acceleration and suspension state are utilized. To alleviate the inherent flip-flopping drawback of lookup table controllers, a temporal deadband is employed to eliminate the flip-flopping of the lookup table controller.
Results from the semi-active suspension with tunable stiffness and damping show that vehicle performance, depending on road roughness and vehicle speed, can improve up to 18% over passive suspension systems. Since the controller does not constantly adjust the damping properties, cost and reliability may increase over traditional semi-active suspension systems. The flip-flopping drawback of lookup table controllers has been reduced through the use of a temporal deadband, however further enhancement is required to eliminate flip-flopping within the control logic. Looking forward, the novel semi-active suspension has great potential to improve vehicle dynamic performance especially for heavy vehicles that have large sprung mass variation, but to increase robustness the following should be considered: better road profile recognition, the elimination of flip-flopping between suspension states, and using state equations model of the pneumatic spring within the vehicle model for optimization and evaluation.
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Novel Semi-Active Suspension with Tunable Stiffness and Damping CharacteristicsWong, Adrian Louis Kuo-Tian January 2012 (has links)
For the past several decades there have been many attempts to improve suspension performance due to its importance within vehicle dynamics. The suspension system main functions are to connect the chassis to the ground, and to isolate the chassis from the ground. To improve upon these two functions, large amounts of effort are focused on two elements that form the building blocks of the suspension system, stiffness and damping. With the advent of new technologies, such as variable dampers, and powerful microprocessors and sensors, suspension performance can be enhanced beyond the traditional capabilities of a passive suspension system. Recently, Yin et al. [1, 2] have developed a novel dual chamber pneumatic spring that can provide tunable stiffness characteristics, which is rare compared to the sea of tunable dampers. The purpose of this thesis is to develop a controller to take advantage of the novel pneumatic spring’s functionality with a tunable damper to improve vehicle dynamic performance.
Since the pneumatic spring is a slow-acting element (i.e. low bandwidth), the typical control logic for semi-active suspension systems are not practical for this framework. Most semi-active controllers assume the use of fast-acting (i.e. high bandwidth) variable dampers within the suspension design. In this case, a lookup table controller is used to manage the stiffness and damping properties for a wide range of operating conditions.
To determine the optimum stiffness and damping properties, optimization is employed. Four objective functions are used to quantify vehicle performance; ride comfort, rattle space (i.e. suspension deflection), handling (i.e. tire deflection), and undamped sprung mass natural frequency. The goal is to minimize the first three objectives, while maximizing the latter to avoid motion sickness starting from 1Hz and downward. However, these goals cannot be attained simultaneously, necessitating compromises between them. Using the optimization strength of genetic algorithms, a Pareto optima set can be generated to determine the compromises between objective functions that have been normalized. Using a trade-off study, the stiffness and damping properties can be selected from the Pareto optima set for suitability within an operating condition of the control logic.
When implementing the lookup table controller, a practical method is employed to recognize the road profile as there is no direct method to determine road profile. To determine the road profile for the lookup table controller, the unsprung mass RMS acceleration and suspension state are utilized. To alleviate the inherent flip-flopping drawback of lookup table controllers, a temporal deadband is employed to eliminate the flip-flopping of the lookup table controller.
Results from the semi-active suspension with tunable stiffness and damping show that vehicle performance, depending on road roughness and vehicle speed, can improve up to 18% over passive suspension systems. Since the controller does not constantly adjust the damping properties, cost and reliability may increase over traditional semi-active suspension systems. The flip-flopping drawback of lookup table controllers has been reduced through the use of a temporal deadband, however further enhancement is required to eliminate flip-flopping within the control logic. Looking forward, the novel semi-active suspension has great potential to improve vehicle dynamic performance especially for heavy vehicles that have large sprung mass variation, but to increase robustness the following should be considered: better road profile recognition, the elimination of flip-flopping between suspension states, and using state equations model of the pneumatic spring within the vehicle model for optimization and evaluation.
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A comparison between techniques for color grading in gamesOldenborg, Mattias January 2006 (has links)
<p>Color has been significant in visual arts for as long as the art-forms have existed. Still images and movies have long used colors and color grading effects to affect the viewer and characterize the work. In recent years attempts have been made to bring these techniques of stylizing also to interactive games. This dissertation aims to compare two different approaches of performing real-time color grading for games. Focus is put on examining the two ways from a number of different perspectives and from there draw conclusions on advantages and disadvantages of the approaches. The results show no unanimously superior approach but rather aim to break down the results in categories and attempt to explain the benefits and drawbacks in using either one of them, aiding the decision for anyone inclined to implement color grading effects in games.</p>
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A NOVEL LINEAR DIOPHANTINE EQUATION-BAESD LOW DIAMETER STRUCTURED PEER-TO-PEER NETWORKRahimi, Shahriar 01 December 2017 (has links)
This research focuses on introducing a novel concept to design a scalable, hierarchical interest-based overlay Peer-to-Peer (P2P) system. We have used Linear Diophantine Equation (LDE) as the mathematical base to realize the architecture. Note that all existing structured approaches use Distributed Hash Tables (DHT) and Secure Hash Algorithm (SHA) to realize their architectures. Use of LDE in designing P2P architecture is a completely new idea; it does not exist in the literature to the best of our knowledge. We have shown how the proposed LDE-based architecture outperforms some of the most well established existing architecture. We have proposed multiple effective data query algorithms considering different circumstances, and their time complexities are bounded by (2+ r/2) only; r is the number of distinct resources. Our alternative lookup scheme needs only constant number of overlay hops and constant number of message exchanges that can outperform DHT-based P2P systems. Moreover, in our architecture, peers are able to possess multiple distinct resources. A convincing solution to handle the problem of churn has been offered. We have shown that our presented approach performs lookup queries efficiently and consistently even in presence of churn. In addition, we have shown that our design is resilient to fault tolerance in the event of peers crashing and leaving. Furthermore, we have proposed two algorithms to response to one of the principal requests of P2P applications’ users, which is to preserve the anonymity and security of the resource requester and the responder while providing the same light-weighted data lookup.
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A comparison between techniques for color grading in gamesOldenborg, Mattias January 2006 (has links)
Color has been significant in visual arts for as long as the art-forms have existed. Still images and movies have long used colors and color grading effects to affect the viewer and characterize the work. In recent years attempts have been made to bring these techniques of stylizing also to interactive games. This dissertation aims to compare two different approaches of performing real-time color grading for games. Focus is put on examining the two ways from a number of different perspectives and from there draw conclusions on advantages and disadvantages of the approaches. The results show no unanimously superior approach but rather aim to break down the results in categories and attempt to explain the benefits and drawbacks in using either one of them, aiding the decision for anyone inclined to implement color grading effects in games.
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High-performance software packet processingFu, Qiaobin 30 January 2021 (has links)
In today’s Internet, it is highly desirable to have fast and scalable software packet processing solutions for network applications that run on commodity hardware. The advent of cloud computing drives the continued rapid growth of Internet traffic. Moreover, the development of emerging networking techniques, such as Network Function Virtualization, significantly shapes the need for implementing the network functions in software. Finally, with the advancement of modern platforms as well as software frameworks for packet processing, network applications have potential to process 100+ Gbps network traffic on a single commodity server. Representative frameworks include the Click modular router, the RouteBricks scalable routing architecture, and BUFFALO, the software-based Ethernet switch. Beneath this general-purpose routing and switching functionality lie a broad set of network applications, many of which are handled with custom methods to provide cost-effectiveness and flexibility. This thesis considers two long-standing networking applications, IP lookup and distributed denial-of-service (DDoS) mitigation, and proposes efficient software-based methods drawing from this new perspective.
In this thesis, we first introduce several optimization techniques to accelerate network applications by taking advantage of modern CPU features. Then, we explore the IP lookup problem to find the longest matching prefix of an IP address in a set of prefixes. An ideal IP lookup algorithm should achieve small constant IP lookup time, and on-chip memory usage. However, no prior IP lookup algorithm achieves both requirements at the same time. We propose SAIL, a splitting approach to IP lookup, and a suite of algorithms for IP lookup based on SAIL framework. We conducted extensive experiments to evaluate our algorithms, and experimental results show that our SAIL algorithms are much faster than well-known IP lookup algorithms. Next, we switch our focus to DDoS, an attempt to disrupt the legitimate traffic of a victim by sending a flood of Internet traffic from different sources. Our solution is Gatekeeper, the first open-source and deployable DDoS mitigation system. We present a series of optimization techniques, including use of modern platforms, group prefetching, coroutines, and hashing, to accelerate Gatekeeper. Experimental results show that these optimization techniques significantly improve its performance over alternative baseline solutions. / 2022-01-30T00:00:00Z
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Multibit Trie For The Longest Matching Prefix ProblemHed Dahlqvist, Karl January 2022 (has links)
With the ever growing forwarding tables of the internet and the large amount of traffic that flows through them, efficient algorithms to handle search are needed. One of these algorithms is the Multibit trie (prefix tree). The Multibit trie is a search trie that looks at several bits at a time, which is called a stride, to reduce the memory accesses for the algorithm. It is assumed that the trade-off for this is that the memory consumption will increase. To test this claim an implementation in python was written and two data sets with different sizes were used to build the Multibit trie. The two data sets that were used was the NY and the MAE-WEST data set. Search tests for different stride values were performed on the two data sets to get measurement of the average amount of memory accesses and the number of nodes were measured on different stride values. The results were that stride values 2 and 3 had less average memory accesses and less nodes than stride value 1. Stride value 6 had a significantly larger increase in nodes compared to its smaller stride values. It was concluded that stride value 2 and 3 did not follow the claim that the memory consumption does increase with larger stride values for these data sets. On these two data set no benefit was found for using stride value 1 compared to stride value 2 and 3. Furthermore stride value 6 was found to have a large increase in memory consumption for a minimal decrease in memory accesses.
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RESIDUE CLASS-BASED COMMON INTEREST NETWORK: A NOVEL APPROACH IN DESIGNING A LOW DIAMETER, TWO-LEVEL HIERARCHICAL, STRUCTURED P2P NETWORK ARCHITECTURE AND COMMUNICATION PROTOCOLSKaluvakuri, Swathi 01 September 2021 (has links) (PDF)
The main objective of this research is to build an interest based peer – to – peer network which is structured yet non-DHT. Maintaining DHTs is a complex task and needs substantial amount of effort to handle the problem of churn. So, the major challenge facing such architectures is how to reduce this amount of effort while still providing an efficient data query service. The rationale behind choosing non- DHT based interest based network is that users sharing common interests are likely to share similar contents, and therefore searches for a particular type of content is more efficient if peers likely to store that content type are neighbors. We have used a mathematical model based on modular arithmetic, specifically residue class (RC), to design a two-level structured architecture. To the best of my knowledge, there does not exist any such work that has used this mathematical model.
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